Hello Starchasers! It's time for our first post-Kickstarter monthly devlog.
Monthly devlogs cover progress made, and go in-depth on the things being worked on. As it's been only a few weeks since the Kickstarter ended, this particular log is going to be a teensy sparse, mostly covering all the new UI changes done.
You can read the full devlog here.
As noted in the devlog, please don't expect a new demo patch every single month. Patches will be released as major updates, or hotfixes for any gamebreaking bugs encountered.
That being said, this month does have a new patch, patch 1.4 is now out.
As always, you can download it off IndieDB and itch.io, with Mac and Linux builds to follow. A huge amount of new features and bugfixes come with patch, but the major changes with this update are ship customization and a new trading UI.
With the ship customization system, your ship's headlights, paint, and engines can now be colored. You're also able to rename your ship. Decals will be following soon, as well as other features such as controlling paint reflectively and similar.
You can customize your ship by traveling to any station with a shipdealer.
The new trading UI is a complete overhaul of the existing system, allowing for more readability and functionality all across the board. It also features a new preview hangar, that lets you view your ship and any equipment on it.
You can filter by specific equipment hardpoints, compare stats, search, and much much much more!
That's all for this month. In September, we'll be posting another devlog, mostly covering new graphical assets, as well as a redone inventory, among other things.
Our Kickstarter campaign is over, thank you so much to everyone!
For those unaware, yesterday was the end of the funding period of our Kickstarter, and we managed to reach over $12,500 with over 300 backers!
So, as always, a big thanks to everyone. Thanks to your donations and such, we have an even greater opportunity to make this game the best it can possibly be. And at over $12,500, we've also reached stretch goal #2, which brings forth new high level bosses and challenges in Hyperspace.
You can read the full news report here, as well as information about updates, new demos, and more.
Here on Steam, I'll continue to link and paraphrase those monthly reports, as well as update you on the status of both the eventual Steam release and demo. Our forums can also serve as one avenue of feedback.
We are funded!
Yesterday we reached our funding goal, and five days early at that! We've broken that $10,000 goal and are zooming straight towards $11,000.
To all our backers who came off of Stem or otherwise, I'd just like to say:
But of course, with four days now left to go, we ain't done yet.
If you haven't seen it already, version 1.3 of the demo is here and playable. This version adds even more options for UI and input, as well fixes for both and some improvements to the Undersnake, which you can see above.
This will most likely be the final demo releasing during the Kickstarter. This doesn't mean the demo won't be updated over time, but barring some emergency bugfixes, version 1.3 will be the final one for at least a few weeks.
Mac Version
As promised, Mac users can finally try their hand at starchasing, with the new Mac build. Please note, this whole thing is experimental. We've confirmed that it launches and loads on Macs without issue, but there might be unforseen problems.
That's all for now!
Our Kickstarter is halfway funded, and halfway done!
Whew, hello starchasers!
First off, a big thank you to all our current backers on Kickstarter, thanks to you, we're over 50% funded with 50% of the way to go. Not bad, all things considered.
But, we're still not done yet. If you haven't backed it yet, now is the perfect time to do so. I've heard it makes a great Christmas present, as well as a wedding or birthday gift.
Now onto some other news: Patch 1.3 will be out soon, and bring forth some new UI features mostly related to look.
A new setting "Fade UI elements" is coming, which will make statbars such as health, thrust, etc, fade out when they're full.
You'll also be able to close your contact and equipment windows, to make your UI look neater.
Some other changes include being able to set when screenshake occurs, some distance fixes on tradelanes, and more!
Anyway, that's all for now. Remember to back, and remember to wishlist, and just... remember things in general. I don't, and it's painful sometimes...
Steam store launch, Kickstarter, and playable demo!
Hello Steam! It's pretty exciting to be up here, and I know you're all just scrambling over one another to ask questions and get a copy of Underspace, but be patient! We've got a few announcements to make before anything else happens:
KICKSTARTER
First thing's first, we do have a Kickstarter ongoing! If you're interested in the game, and want to see it come to as full fruition as it possible can fruit, back us in this link below.
Second, we do have a playable demo available, with a heap of content! It six star systems, three bosses, six quests, and over twenty flyable ships, plus a whole heap of equipment, factions, stations, etc.
This demo won't be on Steam due to the pre-alpha nature of the whole thing. Upon release a demo will be available to download off this platform.
Anyway, you can find the demo off IndieDB or our itch webpage, both a Linux and a Windows build are available!
And that about covers it! As the months crawl on we'll be posting information, as well as updating the playable demo to be on parity feature-wise (if not content-wise) with the developer build. Hope to see you follow along!